Thirteen years. Three winters of a dozen or so months. The world has changed again. Some say it's the ashes burning out. Others say it's a rebirth or perhaps a pupation into something completely new.
A dozen or so years have passed since the first editions of Afterglow were released, both as a miniatures game and later as a role-playing game. We are thus pushing the history of Alepin to a similar degree. What changes have occurred on the Continent?
The Anomaly has taken over more and more areas and is appearing in more and more corners of the world. Its influence also became stronger and more threatening. Nightmares from the dreams of madmen materialize among the wastelands and ruins. Monsters and unimaginable phenomena that defy common sense and the laws of physics are consuming more and more territories. The Zone became a vestibule to hell, where only the most desperate or those who had already said goodbye to their sanity remained. It also presents the ultimate challenge to xenomancers who wish to delve into the forbidden secrets of the Anomaly.
After years of conquests, the Delaria slowed its expansion, forced to defend its new borders. Hundreds of kilometers of trenches, fortifications, and ramparts stretch along the Zone, where soldiers following the One try to repel attacking mutants and monsters. During this time, the Inquisition further strengthened its position, controlling the territories subject to the Holy City with an iron grip. Despite this, the scientists of Arahar continue their efforts to create the ideal soldier.
The tribes of the Northern Reach were almost entirely wiped out by the Constructs. The last of them put up fierce resistance to the power of the half-living machines, fighting a battle that is doomed to failure. The dwarves expanded Zankaraz, turning the Forge Town into a true center of industry and trade. Thanks to the technology of flying machines borrowed from Maharat, they continue to expand their spheres of influence, which leads to conflicts with the new RADom Triumvirate. In the Garden of Rust the Halertan Church expanded its influence significantly, but a schism occurred within the organization itself. The new branch of religion focused on the thesis that technology, including modifying the body to adapt it to the hardships of survival, is the only salvation.
There are more changes and we will write about all of them in future publications. But what significance do they have for both games set in the Afterglow universe?
In the case of the role-playing game, the influence of the Anomaly has made those with Force-related talents much more common. The plight of the inhabitants of the Northern Reach means that one of the Crafts available to this origin is Machine Killer, while a common flaw is Technophobia. Delarians will have greater opportunities to play characters associated with the Temple, experienced soldiers hardened by trench warfare, or field medics. Followers of the Halertan Church will be able to have cybernetic enhancements and body modifications (which may be met with mixed or hostile reception by other survivors). These are, of course, just a few examples of the upcoming changes.
In the miniatures game, you will have access to new characters and units, including named characters, embedded more deeply in the history of Aferglow. In addition, there will be sub-factions that will provide you with additional options when assembling and developing your warband.